Game Designers, how do you rubberband or make catchup mechanics in your games? Especially in games where multiplayer dynamic usually keep the lead player in check, how do you ensure two player instances donβt result in runaway wins or cascading losses? π²βοΈ
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That said, catchup mechanics can be great if they are high-risk/high-reward *and* highly defensible by the leader playing well.
Also has the bonus of adding more tension.
You could give the player behind control of a dummy 3rd player, though often dummies feel band-aid-y